neocognitron pulse aim
This commit is contained in:
114
js/mods.js
114
js/mods.js
@@ -113,7 +113,7 @@ const mod = {
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mods: [{
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name: "capacitor",
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// nameInfo: "<span id='mod-capacitor'></span>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5.5%</strong> <strong class='color-f'>energy</strong>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>1%</strong> <strong class='color-d'>damage</strong> for every <strong>5.5%</strong> <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -227,7 +227,7 @@ const mod = {
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},
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{
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name: "auto-loading heuristics",
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description: "<strong>+20%</strong> decreased <strong>delay</strong> after firing",
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description: "<strong>20%</strong> decreased <strong>delay</strong> after firing",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -244,7 +244,7 @@ const mod = {
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}
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},
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{
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name: "electrostatic shots",
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name: "electrostatic discharge",
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description: "<strong>25%</strong> increased <strong class='color-d'>damage</strong><br><strong>25%</strong> increased <strong>delay</strong> after firing",
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maxCount: 1,
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count: 0,
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@@ -329,7 +329,7 @@ const mod = {
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},
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{
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name: "scrap bots",
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description: "<strong>+12%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot only functions until the end of the level",
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description: "<strong>12%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot only functions until the end of the level",
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maxCount: 6,
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count: 0,
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allowed() {
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@@ -421,7 +421,7 @@ const mod = {
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},
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{
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name: "zoospore vector",
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description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>+11%</strong> chance",
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description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>11%</strong> chance",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -456,7 +456,7 @@ const mod = {
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},
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{
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name: "impact shear",
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description: "mobs release <strong>+2</strong> <strong>nails</strong> when they <strong>die</strong><br>nails target nearby mobs",
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description: "mobs release <strong>2</strong> <strong>nails</strong> when they <strong>die</strong><br>nails target nearby mobs",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -472,18 +472,23 @@ const mod = {
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},
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{
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name: "reaction inhibitor",
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description: "mobs <strong>die</strong> if their life goes below <strong>12%</strong>",
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maxCount: 1,
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description: "mobs spawn with <strong>12%</strong> less <strong>health</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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mod.mobDieAtHealth = 0.15
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mod.mobSpawnWithHealth *= 0.88
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//set all mobs at full health to 0.85
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for (let i = 0; i < mob.length; i++) {
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if (mob.health > mod.mobSpawnWithHealth) mob.health = mod.mobSpawnWithHealth
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}
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},
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remove() {
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mod.mobDieAtHealth = 0.05;
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mod.mobSpawnWithHealth = 1;
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}
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},
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{
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@@ -540,7 +545,7 @@ const mod = {
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},
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{
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name: "Pauli exclusion",
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description: `<strong>immune</strong> to <strong>harm</strong> for <strong>+1</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
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description: `<strong>immune</strong> to <strong>harm</strong> for <strong>1</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -654,7 +659,7 @@ const mod = {
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},
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{
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name: "energy conservation",
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description: "<strong>+13%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
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description: "<strong>13%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -670,7 +675,7 @@ const mod = {
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},
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{
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name: "overcharge",
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description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>+50%</strong>",
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description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>50%</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -687,7 +692,7 @@ const mod = {
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},
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{
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name: "entropy exchange",
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description: "<strong class='color-h'>heal</strong> for <strong>+1.5%</strong> of <strong class='color-d'>damage</strong> done",
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description: "<strong class='color-h'>heal</strong> for <strong>1.5%</strong> of <strong class='color-d'>damage</strong> done",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -703,7 +708,7 @@ const mod = {
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},
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{
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name: "supersaturation",
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description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>+50%</strong>",
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description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50%</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -754,7 +759,7 @@ const mod = {
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},
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{
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name: "recursive healing",
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description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger <strong>+1</strong> more time",
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description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger <strong>1</strong> more time",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -837,6 +842,24 @@ const mod = {
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mod.isAmmoForGun = false;
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}
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},
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{
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name: "supply chain",
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description: "double your current <strong>ammo</strong> for all <strong>gun</strong>",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return mod.isAmmoForGun
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},
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requires: "logistics",
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effect() {
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
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}
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game.makeGunHUD();
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},
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remove() {}
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},
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{
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name: "catabolism",
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description: "gain <strong>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>drains <strong>2%</strong> of <strong>max health</strong>",
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@@ -987,7 +1010,7 @@ const mod = {
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description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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// isNonRefundable: true,
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allowed() {
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return (mod.totalCount > 6) && !build.isCustomSelection
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},
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@@ -1045,7 +1068,7 @@ const mod = {
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//**************************************************
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{
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
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description: "your <strong>bullets</strong> last <strong>33% longer</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -1061,7 +1084,7 @@ const mod = {
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},
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{
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name: "microstates",
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description: "<strong>+6%</strong> <strong class='color-d'>damage</strong> for every <strong>10</strong> active <strong>bullets</strong>",
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description: "<strong>6%</strong> <strong class='color-d'>damage</strong> for every <strong>10</strong> active <strong>bullets</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1098,7 +1121,7 @@ const mod = {
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},
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{
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name: "depleted uranium rounds",
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description: `your <strong>bullets</strong> are <strong>+18%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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description: `your <strong>bullets</strong> are <strong>18%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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allowed() {
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@@ -1195,7 +1218,7 @@ const mod = {
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},
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{
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name: "super duper",
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description: "fire <strong>+2</strong> additional <strong>super balls</strong>",
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description: "fire <strong>2</strong> additional <strong>super balls</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -1357,7 +1380,7 @@ const mod = {
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},
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{
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name: "high explosives",
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description: "<strong class='color-e'>explosions</strong> do <strong>+20%</strong> more <strong class='color-d'>damage</strong><br><strong class='color-e'>explosive</strong> area is <strong>+44% larger</strong>",
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description: "<strong class='color-e'>explosions</strong> do <strong>20%</strong> more <strong class='color-d'>damage</strong><br><strong class='color-e'>explosive</strong> area is <strong>44% larger</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -1389,7 +1412,7 @@ const mod = {
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},
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{
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name: "recursion",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they launch <strong>+1</strong> smaller <strong>missile</strong>",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they launch <strong>1</strong> smaller <strong>missile</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -1441,7 +1464,7 @@ const mod = {
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},
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{
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name: "fragmentation grenade",
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description: "<strong>grenades</strong> are loaded with <strong>+5</strong> nails<br>on detonation <strong>nails</strong> are ejected towards mobs",
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description: "<strong>grenades</strong> are loaded with <strong>5</strong> nails<br>on detonation <strong>nails</strong> are ejected towards mobs",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -1505,7 +1528,7 @@ const mod = {
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},
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{
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name: "inertial confinement",
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description: "<strong>neutron bomb's</strong> initial detonation <br><strong>stuns</strong> nearby mobs for <strong>+1</strong> seconds",
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description: "<strong>neutron bomb's</strong> initial detonation <br><strong>stuns</strong> nearby mobs for <strong>1</strong> seconds",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -1699,7 +1722,7 @@ const mod = {
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},
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{
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name: "specular reflection",
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description: "<strong>laser</strong> beams gain <strong>+1</strong> reflection<br><strong>+50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
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description: "<strong>laser</strong> beams gain <strong>1</strong> reflection<br><strong>50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -1733,22 +1756,23 @@ const mod = {
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mod.isPulseStun = false;
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}
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},
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// {
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// name: "aim",
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// description: "<strong>pulse</strong> <strong class='color-e'>explosions</strong> aim",
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// maxCount: 1,
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// count: 0,
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// allowed() {
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// return mod.haveGunCheck("pulse")
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// },
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// requires: "pulse",
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// effect() {
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// mod.isPulseAim = true;
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// },
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// remove() {
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// mod.isPulseAim = false;
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// }
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// },
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{
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name: "neocognitron",
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description: "<strong>pulse</strong> automatically <strong>aims</strong> at a nearby mob<br><strong>50%</strong> decreased <strong>delay</strong> after firing",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("pulse")
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},
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requires: "pulse",
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effect() {
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mod.isPulseAim = true;
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},
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remove() {
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mod.isPulseAim = false;
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}
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},
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// {
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// name: "fast ignition",
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// description: "<strong>pulse</strong> <strong class='color-e'>explosions</strong> more <strong>efficient</strong><br><strong>delay</strong> after firing is <strong>shorter</strong>",
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@@ -1771,7 +1795,7 @@ const mod = {
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//**************************************************
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{
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name: "flux pinning",
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description: "blocking with <strong>perfect diamagnetism</strong><br><strong>stuns</strong> mobs for <strong>+1</strong> second",
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description: "blocking with <strong>perfect diamagnetism</strong><br><strong>stuns</strong> mobs for <strong>1</strong> second",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -2150,7 +2174,7 @@ const mod = {
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laserDamage: null,
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laserFieldDrain: null,
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isAmmoFromHealth: null,
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mobDieAtHealth: null,
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mobSpawnWithHealth: null,
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isEnergyRecovery: null,
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isHealthRecovery: null,
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isEnergyLoss: null,
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@@ -2205,7 +2229,7 @@ const mod = {
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isArmorFromPowerUps: null,
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isAmmoForGun: null,
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isRapidPulse: null,
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// isPulseAim: null,
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isPulseAim: null,
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isSporeFreeze: null,
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isShotgunRecoil: null,
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isHealLowHealth: null
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